game(scripts): reformat
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71b7a3b919
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fc9b9ac330
7 changed files with 20 additions and 20 deletions
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@ -33,7 +33,7 @@ public class AudioLoop : MonoBehaviour
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audioSource.Stop(); // Pause the audio
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yield return new WaitForSeconds(15f); // Pause for 15 seconds
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}
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// NOTE: are we really just going to let this stay alive forever
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// ReSharper disable once IteratorNeverReturns
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}
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@ -125,7 +125,7 @@ public class BedroomTask : MonoBehaviour
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// If the player has collected/ thrown the required amount of trash
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if (trashCollected < trashRequired) return;
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if (GameManager.Instance == null)
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Debug.LogError("GameManager instance is null!");
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else
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@ -34,7 +34,7 @@ public class BroomSweeping : MonoBehaviour
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private void Update()
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{
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if (dirtSweepCount < dirtRequired || _taskCompleted) return;
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_taskCompleted = true;
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GameManager.Instance.FloorSweepedTaskComplete();
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@ -48,7 +48,7 @@ public class BroomSweeping : MonoBehaviour
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{
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// Now correctly checks for "Dirt" before triggering
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if (!other.CompareTag("Dirt")) return;
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dirtSweepCount++;
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// Destroy it to prevent extra counting
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@ -54,7 +54,7 @@ public class BrushTeeth : MonoBehaviour
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private void Update()
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{
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if (!_isGrabbing || _taskCompleted) return;
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_timer += Time.deltaTime;
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progressBar.value = _timer / progressTime;
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@ -64,7 +64,7 @@ public class BrushTeeth : MonoBehaviour
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private void OnDestroy()
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{
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if (_grabInteractable == null) return;
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_grabInteractable.selectEntered.RemoveListener(OnGrab);
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_grabInteractable.selectExited.RemoveListener(OnRelease);
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}
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@ -83,7 +83,7 @@ public class BrushTeeth : MonoBehaviour
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// Play brushing sound while toothbrush is grabbed, plays only if it isn't playing already
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if (audioSource.isPlaying) return;
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audioSource.clip = brushingSound;
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// Loops the sound for as long as the toothbrush is held; allows editable progress time
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@ -9,7 +9,7 @@ using UnityEngine;
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public class CameraGhostFollow : MonoBehaviour
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{
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public Transform target; // Usually the Main Camera (XR Rig's Head)
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public float followSpeed = 5f; // How quickly it follows the target
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public Vector3 offset = new(0, -0.2f, 1.5f); // Position offset
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public bool followRotation = true; // Toggle for rotating with the head
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@ -26,7 +26,7 @@ public class CameraGhostFollow : MonoBehaviour
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// Smooth Rotation Follow (Yaw + Pitch)
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if (!followRotation) return;
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// Capture target's full rotation
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var targetEulerAngles = target.eulerAngles;
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@ -31,7 +31,7 @@ public class Car : MonoBehaviour
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{
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// Check if the collider belongs to the player
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if (!other.CompareTag("Player")) return;
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Debug.Log("Teleporting Player...");
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TeleportPlayer();
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}
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@ -14,16 +14,16 @@ public class DrawerDynamicJointConfiguration : MonoBehaviour
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{
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[Header("mark's all-in-one dynamic drawer component")]
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[Space(10)]
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#if UNITY_EDITOR
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[HelpBox("make sure every child inside both prefabs are under the" +
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"'Interactable Environment' layer.\n\n" +
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"whatever non-standard (a la ProBuilder) object geometry under the " +
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"interactable prefab should have a convex mesh collider if the console nags about it!\n\n" +
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"any Curve Interaction Casters (a la 'XR Origin (VR)' > 'Camera Offset' > '... Controller' " +
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"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
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"'Interactable Environment' layer included in its' Raycast Mask.",
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HelpBoxMessageType.Error)]
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#endif
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#if UNITY_EDITOR
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[HelpBox("make sure every child inside both prefabs are under the" +
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"'Interactable Environment' layer.\n\n" +
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"whatever non-standard (a la ProBuilder) object geometry under the " +
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"interactable prefab should have a convex mesh collider if the console nags about it!\n\n" +
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"any Curve Interaction Casters (a la 'XR Origin (VR)' > 'Camera Offset' > '... Controller' " +
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"> 'Near-Far Interactor' > 'Curve Interaction Caster') should be have the " +
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"'Interactable Environment' layer included in its' Raycast Mask.",
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HelpBoxMessageType.Error)]
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#endif
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[Space(10)]
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[SerializeField]
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private MovementAxis movementAxis = MovementAxis.Z;
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